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##
# Pop up a "tip" dialog for a moment, then remove it. The delay in
# seconds can be specified as the second argument. The default is 4
# seconds. The third argument can be a hash with override values.
# Note that the tip dialog is a shared resource. If someone else
# comes along and wants to pop a tip up before your delay is finished,
# you lose. :)
#
var popupTip = func(label, delay = nil, override = nil)
{
fgcommand("show-message", props.Node.new({ "label": label, "delay":delay }));
}
var showDialog = func(name) {
fgcommand("dialog-show", props.Node.new({ "dialog-name" : name }));
}
##
# Enable/disable named menu entry
#
var menuEnable = func(searchname, state) {
foreach (var menu; props.globals.getNode("/sim/menubar/default").getChildren("menu")) {
foreach (var name; menu.getChildren("name")) {
if (name.getValue() == searchname) {
menu.getNode("enabled").setBoolValue(state);
}
}
foreach (var item; menu.getChildren("item")) {
foreach (var name; item.getChildren("name")) {
if (name.getValue() == searchname) {
item.getNode("enabled").setBoolValue(state);
}
}
}
}
}
##
# Set the binding for a menu item to a Nasal script,
# typically a dialog open() command.
#
var menuBind = func(searchname, command) {
foreach (var menu; props.globals.getNode("/sim/menubar/default").getChildren("menu")) {
foreach (var item; menu.getChildren("item")) {
foreach (var name; item.getChildren("name")) {
if (name.getValue() == searchname) {
item.getNode("binding", 1).getNode("command", 1).setValue("nasal");
item.getNode("binding", 1).getNode("script", 1).setValue(command);
fgcommand("gui-redraw");
}
}
}
}
}
##
# Set mouse cursor coordinates and shape (number or name), and return
# current shape (number).
#
# Example: var cursor = gui.setCursor();
# gui.setCursor(nil, nil, "wait");
#
var setCursor = func(x = nil, y = nil, cursor = nil) {
var args = props.Node.new();
if (x != nil) args.getNode("x", 1).setIntValue(x);
if (y != nil) args.getNode("y", 1).setIntValue(y);
if (cursor != nil) {
if (num(cursor) == nil)
cursor = cursor_types[cursor];
if (cursor == nil)
die("cursor must be one of: " ~ string.join(", ", keys(cursor_types)));
setprop("/sim/mouse/hide-cursor", cursor);
args.getNode("cursor", 1).setIntValue(cursor);
}
fgcommand("set-cursor", args);
return args.getValue("cursor");
}
##
# Supported mouse cursor types.
#
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var cursor_types = { none: 0, pointer: 1, wait: 2, crosshair: 3, leftright: 4,
topside: 5, bottomside: 6, leftside: 7, rightside: 8,
topleft: 9, topright: 10, bottomleft: 11, bottomright: 12,
};
##
# Find a GUI element by given name.
# dialog: dialog root property.
# name: name of GUI element to be searched.
# Returns GUI element when found, nil otherwise.
#
var findElementByName = func(dialog,name) {
foreach( var child; dialog.getChildren() ) {
var n = child.getNode( "name" );
if( n != nil and n.getValue() == name )
return child;
var f = findElementByName(child, name);
if( f != nil ) return f;
}
return nil;
};
########################################################################
# Private Stuff:
########################################################################
##
# Initialize property nodes via a timer, to insure the props module is
# loaded. See notes in view.nas. Simply cache the screen height
# property and the argument for the "dialog-show" command. This
# probably isn't really needed...
#
var fdm = getprop("/sim/flight-model");
var screenHProp = nil;
var autopilotDisableProps = [
"/autopilot/hide-menu",
"/autopilot/KAP140/locks",
"/autopilot/CENTURYIIB/locks",
"/autopilot/CENTURYIII/locks"
];
_setlistener("/sim/signals/nasal-dir-initialized", func {
screenHProp = props.globals.getNode("/sim/startup/ysize");
props.globals.getNode("/sim/help/debug", 1).setValues(debug_keys);
props.globals.getNode("/sim/help/basic", 1).setValues(basic_keys);
props.globals.getNode("/sim/help/common", 1).setValues(common_aircraft_keys);
# enable/disable menu entries
menuEnable("fuel-and-payload", fdm == "yasim" or fdm == "jsb");
menuEnable("aircraft-checklists", props.globals.getNode("/sim/checklists") != nil);
var isAutopilotMenuEnabled = func {
foreach( var apdp; autopilotDisableProps ) {
if( props.globals.getNode( apdp ) != nil )
return 0;
}
return 1;
}
menuEnable("autopilot", isAutopilotMenuEnabled() );
menuEnable("joystick-info", size(props.globals.getNode("/input/joysticks").getChildren("js")));
menuEnable("rendering-buffers", getprop("/sim/rendering/rembrandt/enabled"));
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menuEnable("rembrandt-buffers-choice", getprop("/sim/rendering/rembrandt/enabled"));
menuEnable("stereoscopic-options", !getprop("/sim/rendering/rembrandt/enabled"));
menuEnable("sound-config", getprop("/sim/sound/working"));
# frame-per-second display
var fps = props.globals.getNode("/sim/rendering/fps-display", 1);
setlistener(fps, fpsDisplay, 1);
setlistener("/sim/startup/xsize", func {
if (fps.getValue()) {
fpsDisplay(0);
fpsDisplay(1);
}
});
# frame-latency display
var latency = props.globals.getNode("/sim/rendering/frame-latency-display", 1);
setlistener(latency, latencyDisplay, 1);
setlistener("/sim/startup/xsize", func {
if (latency.getValue()) {
latencyDisplay(0);
latencyDisplay(1);
}
});
# only enable precipitation if gui *and* aircraft want it
var p = "/sim/rendering/precipitation-";
var precip_gui = getprop(p ~ "gui-enable");
var precip_ac = getprop(p ~ "aircraft-enable");
props.globals.getNode(p ~ "enable").setAttribute("userarchive", 0); # TODO remove later
var set_precip = func setprop(p ~ "enable", precip_gui and precip_ac);
setlistener(p ~ "gui-enable", func(n) set_precip(precip_gui = n.getValue()),1);
setlistener(p ~ "aircraft-enable", func(n) set_precip(precip_ac = n.getValue()),1);
# the autovisibility feature of the menubar
# automatically show the menubar if the mouse is at the upper edge of the window
# the menubar is hidden by a binding to a LMB click in mode 0 in mice.xml
var menubarAutoVisibilityListener = nil;
var menubarAutoVisibilityEdge = props.globals.initNode( "/sim/menubar/autovisibility/edge-size", 5, "INT" );
var menubarVisibility = props.globals.initNode( "/sim/menubar/visibility", 0, "BOOL" );
var currentMenubarVisibility = menubarVisibility.getValue();
var mouseMode = props.globals.initNode( "/devices/status/mice/mouse/mode", 0, "INT" );
setlistener( "/sim/menubar/autovisibility/enabled", func(n) {
if( n.getValue() and menubarAutoVisibilityListener == nil ) {
currentMenubarVisibility = menubarVisibility.getValue();
menubarVisibility.setBoolValue( 0 );
menubarAutoVisibilityListener = setlistener( "/devices/status/mice/mouse/y", func(n) {
if( n.getValue() == nil ) return;
if( mouseMode.getValue() != 0 ) return;
if( n.getValue() <= menubarAutoVisibilityEdge.getValue() )
menubarVisibility.setBoolValue( 1 );
}, 1, 0 );
}
# don't listen to the mouse position if this feature is enabled
if( n.getValue() == 0 and menubarAutoVisibilityListener != nil ) {
removelistener( menubarAutoVisibilityListener );
menubarAutoVisibilityListener = nil;
menubarVisibility.setBoolValue(currentMenubarVisibility);
}
}, 1, 0);
});
##
# Show/hide the fps display dialog.
#
var fpsDisplay = func(n) {
var w = isa(n, props.Node) ? n.getValue() : n;
fgcommand(w ? "dialog-show" : "dialog-close", props.Node.new({"dialog-name": "fps"}));
}
var latencyDisplay = func(n) {
var w = isa(n, props.Node) ? n.getValue() : n;
fgcommand(w ? "dialog-show" : "dialog-close", props.Node.new({"dialog-name": "frame-latency"}));
}
##
# Pop down the tip dialog, if it is visible.
#
var popdown = func { fgcommand("clear-message", props.Node.new({"id": canvas.tooltip.getTooltipId()})); }
# Marker for the "current" timer. This value gets stored in the
# closure of the timer function, and is used to check that there
# hasn't been a more recent timer set that should override.
var currTimer = 0;
########################################################################
# Widgets & Layout Management
########################################################################
##
# A "widget" class that wraps a property node. It provides useful
# helper methods that are difficult or tedious with the raw property
# API. Note especially the slightly tricky addChild() method.
#
var Widget = {
set : func(name, val) { me.node.getNode(name, 1).setValue(val); },
prop : func { return me.node; },
new : func { return { parents : [Widget], node : props.Node.new() } },
addChild : func(type) {
var idx = size(me.node.getChildren(type));
var name = type ~ "[" ~ idx ~ "]";
var newnode = me.node.getNode(name, 1);
return { parents : [Widget], node : newnode };
},
setColor : func(r, g, b, a = 1) {
me.node.setValues({ color : { red:r, green:g, blue:b, alpha:a } });
},
setFont : func(n, s = 13, t = 0) {
me.node.setValues({ font : { name:n, "size":s, slant:t } });
},
setBinding : func(cmd, carg = nil) {
var idx = size(me.node.getChildren("binding"));
var node = me.node.getChild("binding", idx, 1);
node.getNode("command", 1).setValue(cmd);
if (cmd == "nasal") {
node.getNode("script", 1).setValue(carg);
} elsif (carg != nil and (cmd == "dialog-apply" or cmd == "dialog-update")) {
node.getNode("object-name", 1).setValue(carg);
}
},
};
##
# Dialog class. Maintains one XML dialog.
#
# SYNOPSIS:
# (B) Dialog.new(<dialog-name>); ... use dialog from $FG_ROOT/gui/dialogs/
#
# (A) Dialog.new(<prop>, <path> [, <dialog-name>]);
# ... load aircraft specific dialog from
# <path> under property <prop> and under
# name <dialog-name>; if no name is given,
# then it's taken from the XML dialog
#
# prop ... target node (name must be "dialog")
# path ... file path relative to $FG_ROOT
# dialog-name ... dialog <name> of dialog in $FG_ROOT/gui/dialogs/
#
# EXAMPLES:
#
# var dlg = gui.Dialog.new("/sim/gui/dialogs/foo-config/dialog",
# "Aircraft/foo/foo_config.xml");
# dlg.open();
# dlg.close();
#
# var livery_dialog = gui.Dialog.new("livery-select");
# livery_dialog.toggle();
#
var Dialog = {
new: func(prop, path = nil, name = nil) {
var m = { parents: [Dialog] };
m.state = 0;
m.listener = nil;
if (path == nil) { # global dialog in $FG_ROOT/gui/dialogs/
m.name = prop;
m.prop = props.Node.new({ "dialog-name" : prop });
} else { # aircraft dialog with given path
m.name = name;
m.path = path;
m.prop = isa(prop, props.Node) ? prop : props.globals.getNode(prop, 1);
if (m.prop.getName() != "dialog")
die("Dialog class: node name must end with '/dialog'");
m.listener = setlistener("/sim/signals/reinit-gui", func m.load(), 1);
}
return Dialog.instance[m.name] = m;
},
del: func
{
if (me.listener != nil)
removelistener(me.listener);
},
# doesn't need to be called explicitly, but can be used to force a reload
load: func {
var state = me.state;
if (state)
me.close();
me.prop.removeChildren();
io.read_properties(me.path, me.prop);
var n = me.prop.getNode("name");
if (n == nil)
die("Dialog class: XML dialog must have <name>");
if (me.name == nil)
me.name = n.getValue();
else
n.setValue(me.name);
me.prop.getNode("dialog-name", 1).setValue(me.name);
fgcommand("dialog-new", me.prop);
if (state)
me.open();
},
# allows access to dialog-embedded Nasal variables/functions
namespace: func {
var ns = "__dlg:" ~ me.name;
me.state and contains(globals, ns) ? globals[ns] : nil;
},
open: func {
fgcommand("dialog-show", me.prop);
me.state = 1;
},
close: func {
fgcommand("dialog-close", me.prop);
me.state = 0;
},
toggle: func {
me.state ? me.close() : me.open();
},
is_open: func {
me.state;
},
instance: {},
};
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##
# Overlay selector. Displays a list of overlay XML files and copies the
# chosen one to the property tree. The class allows to select liveries,
# insignia, decals, variants, etc. Usually the overlay properties are
# fed to "select" and "material" animations.
#
# SYNOPSIS:
# OverlaySelector.new(<title>, <dir>, <nameprop> [, <sortprop> [, <mpprop> [, <callback>]]]);
#
# title ... dialog title
# dir ... directory where to find the XML overlay files,
# relative to FG_ROOT
# nameprop ... property in an overlay file that contains the name
# The result is written to this place in the
# property tree.
# sortprop ... property in an overlay file that should be used
# as sorting criterion, if alphabetic sorting by
# name is undesirable. Use nil if you don't need
# this, but want to set a callback function.
# mpprop ... property path of MP node where the file name should
# be written to
# callback ... function that's called after a new entry was chosen,
# with these arguments:
#
# callback(<number>, <name>, <sort-criterion>, <file>, <path>)
#
# EXAMPLE:
# aircraft.data.add("sim/model/pilot"); # autosave the pilot
# var pilots_dialog = gui.OverlaySelector.new("Pilots",
# "Aircraft/foo/Models/Pilots",
# "sim/model/pilot");
#
# pilots_dialog.open(); # or ... close(), or toggle()
#
#
var OverlaySelector = {
new: func(title, dir, nameprop, sortprop = nil, mpprop = nil, callback = nil) {
var name = "overlay-select-";
var data = props.globals.getNode("/sim/gui/dialogs/", 1);
for (var i = 1; 1; i += 1)
if (data.getNode(name ~ i, 0) == nil)
break;
data = data.getNode(name ~= i, 1);
var m = Dialog.new(data.getNode("dialog", 1), "gui/dialogs/overlay-select.xml", name);
m.parents = [OverlaySelector, Dialog];
# resolve the path in FG_ROOT, and --fg-aircraft dir, etc
m.dir = resolvepath(dir) ~ "/";
var relpath = func(p) substr(p, p[0] == `/`);
m.nameprop = relpath(nameprop);
m.sortprop = relpath(sortprop or nameprop);
m.mpprop = mpprop;
m.callback = callback;
m.title = title;
m.dialog_name = name;
m.result = data.initNode("result", "");
m.listener = setlistener(m.result, func(n) m.select(n.getValue()));
if (m.mpprop != nil)
aircraft.data.add(m.nameprop);
m.reinit();
# need to reinit again, whenever the GUI is reloaded
m.reinit_listener = setlistener("/sim/signals/reinit-gui", func(n) m.reinit());
return m;
},
reinit: func {
me.prop.getNode("group/text/label").setValue(me.title);
me.prop.getNode("group/button/binding/script").setValue('gui.Dialog.instance["' ~ me.dialog_name ~ '"].close()');
me.list = me.prop.getNode("list");
me.list.getNode("property").setValue(me.result.getPath());
me.rescan();
me.current = -1;
me.select(getprop(me.nameprop) or "");
},
del: func {
removelistener(me.listener);
removelistener(me.reinit_listener);
# call inherited 'del'
me.parents = subvec(me.parents,1);
me.del();
},
rescan: func {
me.data = [];
var files = directory(me.dir);
if (size(files)) {
foreach (var file; files) {
if (substr(file, -4) != ".xml")
continue;
var n = io.read_properties(me.dir ~ file);
var name = n.getNode(me.nameprop, 1).getValue();
var index = n.getNode(me.sortprop, 1).getValue();
if (name == nil or index == nil)
continue;
append(me.data, [name, index, substr(file, 0, size(file) - 4), me.dir ~ file]);
}
me.data = sort(me.data, func(a, b) num(a[1]) == nil or num(b[1]) == nil
? cmp(a[1], b[1]) : a[1] - b[1]);
}
me.list.removeChildren("value");
forindex (var i; me.data)
me.list.getChild("value", i, 1).setValue(me.data[i][0]);
},
set: func(index) {
var last = me.current;
me.current = math.mod(index, size(me.data));
io.read_properties(me.data[me.current][3], props.globals);
if (last != me.current and me.callback != nil)
call(me.callback, [me.current] ~ me.data[me.current], me);
if (me.mpprop != nil)
setprop(me.mpprop, me.data[me.current][2]);
},
select: func(name) {
forindex (var i; me.data)
if (me.data[i][0] == name)
me.set(i);
},
next: func {
me.set(me.current + 1);
},
previous: func {
me.set(me.current - 1);
},
};
##
# FileSelector class (derived from Dialog class).
#
# SYNOPSIS: FileSelector.new(<callback>, <title>, <button> [, <pattern> [, <dir> [, <file> [, <dotfiles>]]]])
#
# callback ... callback function that gets return value as first argument
# title ... dialog title
# button ... button text (should say "Save", "Load", etc. and not just "OK")
# pattern ... array with shell pattern or nil (which is equivalent to "*")
# dir ... starting dir ($FG_ROOT if unset)
# file ... pre-selected default file name
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# dotfiles ... flag that decides whether UNIX dotfiles should be shown (1) or not (0)
#
# EXAMPLE:
#
# var report = func(n) { print("file ", n.getValue(), " selected") }
# var selector = gui.FileSelector.new(
# report, # callback function
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# "Save Flight", # dialog title
# "Save", # button text
# ["*.sav", "*.xml"], # pattern for displayed files
# "/tmp", # start dir
# "flight.sav"); # default file name
# selector.open();
#
# selector.close();
# selector.set_title("Save Another Flight");
# selector.open();
#
var FileSelector = {
new: func(callback, title, button, pattern = nil, dir = "", file = "", dotfiles = 0, show_files=1) {
var usage = gui.FILE_DIALOG_OPEN_FILE;
if (!show_files) {
usage = gui.FILE_DIALOG_CHOOSE_DIR;
} else if (button == 'Save') {
# nasty, should make this explicit
usage = gui.FILE_DIALOG_SAVE_FILE;
}
m = { parents:[FileSelector],
_inner: gui._createFileDialog(usage)};
m.set_title(title);
m.set_button(button);
m.set_directory(dir);
m.set_file(file);
m.set_dotfiles(dotfiles);
m.set_pattern(pattern);
m._inner.setCallback(func (path) {
var node = props.Node.new();
node.setValue(path);
callback(node);
} );
return m;
},
# setters only take effect after the next call to open()
set_title: func(title) { me._inner.title = title },
set_button: func(button) { me._inner.button = button },
set_directory: func(dir) { me._inner.directory = directory },
set_file: func(file) { me._inner.placeholder = file },
set_dotfiles: func(dot) { me._inner.show_hidden = dot },
set_pattern: func(pattern) { me._inner.pattern = (pattern == nil) ? [] : pattern },
open: func() { me._inner.open(); },
close: func() { me._inner.close(); },
del: func {
me._inner.close();
me._inner = nil;
},
};
##
# DirSelector - convenience "class" (indeed using a reconfigured FileSelector)
#
var DirSelector = {
new: func(callback, title, button, dir = "") {
return FileSelector.new(callback, title, button, nil, dir, "", 0, 0);
}
};
##
# Save/load flight menu functions.
#
var save_flight_sel = nil;
var save_flight = func {
foreach (var n; props.globals.getNode("/sim/presets").getChildren())
n.setAttribute("archive", 1);
var save = func(n) fgcommand("save", props.Node.new({ file: n.getValue() }));
if (save_flight_sel == nil)
save_flight_sel = FileSelector.new(save, "Save Flight", "Save",
["*.sav"], getprop("/sim/fg-home"), "flight.sav");
save_flight_sel.open();
}
var load_flight_sel = nil;
var load_flight = func {
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var load = func(n) {
fgcommand("load", props.Node.new({ file: n.getValue() }));
fgcommand("reposition");
}
if (load_flight_sel == nil)
load_flight_sel = FileSelector.new(load, "Load Flight", "Load",
["*.sav"], getprop("/sim/fg-home"), "flight.sav");
load_flight_sel.open();
}
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##
# Screen-shot directory menu function
#
var set_screenshotdir_sel = nil;
var set_screenshotdir = func {
if (set_screenshotdir_sel == nil)
set_screenshotdir_sel = gui.DirSelector.new(
func(result) { setprop("/sim/paths/screenshot-dir", result.getValue()); },
"Select Screenshot Directory", "Ok", getprop("/sim/paths/screenshot-dir"));
set_screenshotdir_sel.open();
}
##
# Open property browser with given target path.
#
var property_browser = func(dir = nil) {
if (dir == nil)
dir = "/";
elsif (isa(dir, props.Node))
dir = dir.getPath();
var dlgname = "property-browser";
foreach (var module; keys(globals))
if (find("__dlg:" ~ dlgname, module) == 0)
return globals[module].clone(dir);
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setprop("/sim/gui/dialogs/" ~ dlgname ~ "/last", dir);
fgcommand("dialog-show", props.Node.new({"dialog-name": dlgname}));
}
##
# Open one property browser per /browser[] property, where each contains
# the target path. On the command line use --prop:browser=orientation
#
settimer(func {
foreach (var b; props.globals.getChildren("browser"))
if ((var browser = b.getValue()) != nil)
foreach (var path; split(",", browser))
if (size(path))
property_browser(string.trim(path));
props.globals.removeChildren("browser");
}, 0);
##
# Apply whole dialog or list of widgets. This copies the widgets'
# visible contents to the respective <property>.
#
var dialog_apply = func(dialog, objects...) {
var n = props.Node.new({ "dialog-name": dialog });
if (!size(objects))
return fgcommand("dialog-apply", n);
var name = n.getNode("object-name", 1);
foreach (var o; objects) {
name.setValue(o);
fgcommand("dialog-apply", n);
}
}
##
# Update whole dialog or list of widgets. This makes the widgets
# adopt and display the value of their <property>.
#
var dialog_update = func(dialog, objects...) {
var n = props.Node.new({ "dialog-name": dialog });
if (!size(objects))
return fgcommand("dialog-update", n);
var name = n.getNode("object-name", 1);
foreach (var o; objects) {
name.setValue(o);
fgcommand("dialog-update", n);
}
}
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##
# Searches a dialog tree for widgets with a particular <name> entry and
# sets their <enabled> flag.
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#
var enable_widgets = func(node, name, enable = 1) {
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foreach (var n; node.getChildren())
enable_widgets(n, name, enable);
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if ((var n = node.getNode("name")) != nil and n.getValue() == name)
node.getNode("enabled", 1).setBoolValue(enable);
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}
########################################################################
# GUI theming
########################################################################
var nextStyle = func {
var curr = getprop("/sim/gui/current-style");
var styles = props.globals.getNode("/sim/gui").getChildren("style");
forindex (var i; styles)
if (styles[i].getIndex() == curr)
break;
if ((i += 1) >= size(styles))
i = 0;
setprop("/sim/gui/current-style", styles[i].getIndex());
fgcommand("gui-redraw");
}
########################################################################
# Dialog Boxes
########################################################################
var dialog = {};
var setWeight = func(wgt, opt) {
var lbs = opt.getNode("lbs", 1).getValue();
wgt.getNode("weight-lb", 1).setValue(lbs);
# Weights can have "tank" indices which set the capacity of the
# corresponding tank. This code should probably be moved to
# something like fuel.setTankCap(tank, gals)...
if(wgt.getNode("tank",0) == nil) { return 0; }
var ti = wgt.getNode("tank").getValue();
var gn = opt.getNode("gals");
var gals = gn == nil ? 0 : gn.getValue();
var tn = props.globals.getNode("consumables/fuel/tank["~ti~"]", 1);
var ppg = tn.getNode("density-ppg", 1).getValue();
var lbs = gals * ppg;
var curr = tn.getNode("level-gal_us", 1).getValue();
curr = curr > gals ? gals : curr;
tn.getNode("capacity-gal_us", 1).setValue(gals);
tn.getNode("level-gal_us", 1).setValue(curr);
tn.getNode("level-lbs", 1).setValue(curr * ppg);
return 1;
}
# Checks the /sim/weight[n]/{selected|opt} values and sets the
# appropriate weights therefrom.
var setWeightOpts = func {
var tankchange = 0;
foreach(var w; props.globals.getNode("sim").getChildren("weight")) {
var selected = w.getNode("selected");
if(selected != nil) {
foreach(var opt; w.getChildren("opt")) {
if(opt.getNode("name", 1).getValue() == selected.getValue()) {
if(setWeight(w, opt)) { tankchange = 1; }
break;
}
}
}
}
return tankchange;
}
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# Run it at startup and on reset to make sure the tank settings are correct
_setlistener("/sim/signals/fdm-initialized", func { settimer(setWeightOpts, 0) });
_setlistener("/sim/signals/reinit", func(n) { props._getValue(n, []) or setWeightOpts() });
# Called from the F&W dialog when the user selects a weight option
var weightChangeHandler = func {
var tankchanged = setWeightOpts();
# This is unfortunate. Changing tanks means that the list of
# tanks selected and their slider bounds must change, but our GUI
# isn't dynamic in that way. The only way to get the changes on
# screen is to pop it down and recreate it.
if(tankchanged) {
var p = props.Node.new({"dialog-name": "WeightAndFuel"});
fgcommand("dialog-close", p);
showWeightDialog();
}
}
##
# Dynamically generates a weight & fuel configuration dialog specific to
# the aircraft.
#
var showWeightDialog = func {
var name = "WeightAndFuel";
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# menu entry is "Fuel and Payload"
var title = "Fuel and Payload Settings";
#
# General Dialog Structure
#
dialog[name] = Widget.new();
dialog[name].set("name", name);
dialog[name].set("layout", "vbox");
var header = dialog[name].addChild("group");
header.set("layout", "hbox");
header.addChild("empty").set("stretch", "1");
header.addChild("text").set("label", title);
header.addChild("empty").set("stretch", "1");
var w = header.addChild("button");
w.set("pref-width", 16);
w.set("pref-height", 16);
w.set("legend", "");
w.set("default", 0);
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# "Esc" causes dialog-close
w.set("key", "Esc");
w.setBinding("dialog-close");
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dialog[name].addChild("hrule");
if (fdm != "yasim" and fdm != "jsb") {
var msg = dialog[name].addChild("text");
msg.set("label", "Not supported for this aircraft");
var cancel = dialog[name].addChild("button");
cancel.set("key", "Esc");
cancel.set("legend", "Cancel");
cancel.setBinding("dialog-close");
fgcommand("dialog-new", dialog[name].prop());
showDialog(name);
return;
}
# FDM dependent settings
if(fdm == "yasim") {
var fdmdata = {
grosswgt : "/yasim/gross-weight-lbs",
payload : "/sim",
cg : nil,
};
} elsif(fdm == "jsb") {
var fdmdata = {
grosswgt : "/fdm/jsbsim/inertia/weight-lbs",
payload : "/payload",
cg : "/fdm/jsbsim/inertia/cg-x-in",
};
}
var contentArea = dialog[name].addChild("group");
contentArea.set("layout", "hbox");
contentArea.set("default-padding", 10);
dialog[name].addChild("empty");
var limits = dialog[name].addChild("group");
limits.set("layout", "table");
limits.set("halign", "center");
var row = 0;
var massLimits = props.globals.getNode("/limits/mass-and-balance");
var tablerow = func(name, node, format ) {
var n = isa( node, props.Node ) ? node : massLimits.getNode( node );
if( n == nil ) return;
var label = limits.addChild("text");
label.set("row", row);
label.set("col", 0);
label.set("halign", "right");
label.set("label", name ~ ":");
var val = limits.addChild("text");
val.set("row", row);
val.set("col", 1);
val.set("halign", "left");
val.set("label", "0123457890123456789");
val.set("format", format);
val.set("property", n.getPath());
val.set("live", 1);
row += 1;
}
var grossWgt = props.globals.getNode(fdmdata.grosswgt);
if(grossWgt != nil) {
tablerow("Gross Weight", grossWgt, "%.0f lb");
}
if(massLimits != nil ) {
tablerow("Max. Ramp Weight", "maximum-ramp-mass-lbs", "%.0f lb" );
tablerow("Max. Takeoff Weight", "maximum-takeoff-mass-lbs", "%.0f lb" );
tablerow("Max. Landing Weight", "maximum-landing-mass-lbs", "%.0f lb" );
tablerow("Max. Arrested Landing Weight", "maximum-arrested-landing-mass-lbs", "%.0f lb" );
tablerow("Max. Zero Fuel Weight", "maximum-zero-fuel-mass-lbs", "%.0f lb" );
}
if( fdmdata.cg != nil ) {
var n = props.globals.getNode("/limits/mass-and-balance/cg/dimension");
tablerow("Center of Gravity", props.globals.getNode(fdmdata.cg), "%.1f " ~ (n == nil ? "in" : n.getValue()));
}
dialog[name].addChild("hrule");
var buttonBar = dialog[name].addChild("group");
buttonBar.set("layout", "hbox");
buttonBar.set("default-padding", 10);
var close = buttonBar.addChild("button");
close.set("legend", "Close");
close.set("default", "true");
close.set("key", "Enter");
close.setBinding("dialog-close");
# Temporary helper function
var tcell = func(parent, type, row, col) {
var cell = parent.addChild(type);
cell.set("row", row);
cell.set("col", col);
return cell;
}
#
# Fill in the content area
#
var fuelArea = contentArea.addChild("group");
fuelArea.set("layout", "vbox");
fuelArea.addChild("text").set("label", "Fuel Tanks");
var fuelTable = fuelArea.addChild("group");
fuelTable.set("layout", "table");
fuelArea.addChild("empty").set("stretch", 1);
tcell(fuelTable, "text", 0, 0).set("label", "Tank");
tcell(fuelTable, "text", 0, 3).set("label", "Pounds");
tcell(fuelTable, "text", 0, 4).set("label", "Gallons");
tcell(fuelTable, "text", 0, 5).set("label", "Fraction");
var tanks = props.globals.getNode("/consumables/fuel").getChildren("tank");
for(var i=0; i<size(tanks); i+=1) {
var t = tanks[i];
var tname = i ~ "";
var tnode = t.getNode("name");
if(tnode != nil) { tname = tnode.getValue(); }
var tankprop = "/consumables/fuel/tank["~i~"]";
var cap = t.getNode("capacity-gal_us", 0);
# Hack, to ignore the "ghost" tanks created by the C++ code.
if(cap == nil ) { continue; }
cap = cap.getValue();
# Ignore tanks of capacity 0
if (cap == 0) { continue; }
var title = tcell(fuelTable, "text", i+1, 0);
title.set("label", tname);
title.set("halign", "right");
var selected = props.globals.initNode(tankprop ~ "/selected", 1, "BOOL");
if (selected.getAttribute("writable")) {
var sel = tcell(fuelTable, "checkbox", i+1, 1);
sel.set("property", tankprop ~ "/selected");
sel.set("live", 1);
sel.setBinding("dialog-apply");
}
var slider = tcell(fuelTable, "slider", i+1, 2);
slider.set("property", tankprop ~ "/level-gal_us");
slider.set("live", 1);
slider.set("min", 0);
slider.set("max", cap);
slider.setBinding("dialog-apply");
var lbs = tcell(fuelTable, "text", i+1, 3);
lbs.set("property", tankprop ~ "/level-lbs");
lbs.set("label", "0123456");
lbs.set("format", cap < 1 ? "%.3f" : cap < 10 ? "%.2f" : "%.1f" );
lbs.set("halign", "right");
lbs.set("live", 1);
var gals = tcell(fuelTable, "text", i+1, 4);
gals.set("property", tankprop ~ "/level-gal_us");
gals.set("label", "0123456");
gals.set("format", cap < 1 ? "%.3f" : cap < 10 ? "%.2f" : "%.1f" );
gals.set("halign", "right");
gals.set("live", 1);
var per = tcell(fuelTable, "text", i+1, 5);
per.set("property", tankprop ~ "/level-norm");
per.set("label", "0123456");
per.set("format", "%.2f");
per.set("halign", "right");
per.set("live", 1);
}
varbar = tcell(fuelTable, "hrule", size(tanks)+1, 0);
varbar.set("colspan", 6);
var total_label = tcell(fuelTable, "text", size(tanks)+2, 2);
total_label.set("label", "Total:");
total_label.set("halign", "right");
var lbs = tcell(fuelTable, "text", size(tanks)+2, 3);
lbs.set("property", "/consumables/fuel/total-fuel-lbs");
lbs.set("label", "0123456");
lbs.set("format", "%.1f" );
lbs.set("halign", "right");
lbs.set("live", 1);
var gals = tcell(fuelTable, "text",size(tanks) +2, 4);
gals.set("property", "/consumables/fuel/total-fuel-gal_us");
gals.set("label", "0123456");
gals.set("format", "%.1f" );
gals.set("halign", "right");
gals.set("live", 1);
var per = tcell(fuelTable, "text", size(tanks)+2, 5);
per.set("property", "/consumables/fuel/total-fuel-norm");
per.set("label", "0123456");
per.set("format", "%.2f");
per.set("halign", "right");
per.set("live", 1);
var weightArea = contentArea.addChild("group");
weightArea.set("layout", "vbox");
weightArea.addChild("text").set("label", "Payload");
var weightTable = weightArea.addChild("group");
weightTable.set("layout", "table");
weightArea.addChild("empty").set("stretch", 1);
tcell(weightTable, "text", 0, 0).set("label", "Location");
tcell(weightTable, "text", 0, 2).set("label", "Pounds");
var payload_base = props.globals.getNode(fdmdata.payload);
if (payload_base != nil)
var wgts = payload_base.getChildren("weight");
else
var wgts = [];
for(var i=0; i<size(wgts); i+=1) {
var w = wgts[i];
var wname = w.getNode("name", 1).getValue();
var wprop = fdmdata.payload ~ "/weight[" ~ i ~ "]";
var title = tcell(weightTable, "text", i+1, 0);
title.set("label", wname);
title.set("halign", "right");
if(w.getNode("opt") != nil) {
var combo = tcell(weightTable, "combo", i+1, 1);
combo.set("property", wprop ~ "/selected");
combo.set("pref-width", 300);
# Simple code we'd like to use:
#foreach(opt; w.getChildren("opt")) {
# var ent = combo.addChild("value");
# ent.prop().setValue(opt.getNode("name", 1).getValue());
#}
# More complicated workaround to move the "current" item
# into the first slot, because dialog.cxx doesn't set the
# selected item in the combo box.
var opts = [];
var curr = w.getNode("selected");
curr = curr == nil ? "" : curr.getValue();
foreach(opt; w.getChildren("opt")) {
append(opts, opt.getNode("name", 1).getValue());
}
forindex(oi; opts) {
if(opts[oi] == curr) {
var tmp = opts[0];
opts[0] = opts[oi];
opts[oi] = tmp;
break;
}
}
foreach(opt; opts) {
combo.addChild("value").prop().setValue(opt);
}
combo.setBinding("dialog-apply");
combo.setBinding("nasal", "gui.weightChangeHandler()");
} else {
var slider = tcell(weightTable, "slider", i+1, 1);
slider.set("property", wprop ~ "/weight-lb");
var min = w.getNode("min-lb", 1).getValue();
var max = w.getNode("max-lb", 1).getValue();
slider.set("min", min != nil ? min : 0);
slider.set("max", max != nil ? max : 100);
slider.set("live", 1);
slider.setBinding("dialog-apply");
}
var lbs = tcell(weightTable, "text", i+1, 2);
lbs.set("property", wprop ~ "/weight-lb");
lbs.set("label", "0123456");
lbs.set("format", "%.0f");
lbs.set("live", 1);
}
# All done: pop it up
fgcommand("dialog-new", dialog[name].prop());
showDialog(name);
}
##
# Dynamically generates a dialog from a help node.
#
# gui.showHelpDialog([<path> [, toggle]])
#
# path ... path to help node
# toggle ... decides if an already open dialog should be closed
# (useful when calling the dialog from a key binding; default: 0)
#
# help node
# =========
# each of <title>, <key>, <line>, <text> is optional; uses
# "/sim/description" or "/sim/aircraft" if <title> is omitted;
# only the first <text> is displayed
#
#
# <help>
# <title>dialog title<title>
# <key>
# <name>g/G</name>
# <desc>gear up/down</desc>
# </key>
#
# <line>one line</line>
# <line>another line</line>
#
# <text>text in
# scrollable widget
# </text>
# </help>
#
var showHelpDialog = func(path, toggle=0) {
var node = props.globals.getNode(path);
if (path == "/sim/help" and size(node.getChildren()) < 4) {
node = node.getChild("common");
}
var name = node.getNode("title", 1).getValue();
if (name == nil) {
name = getprop("/sim/description");
if (name == nil) {
name = getprop("/sim/aircraft");
}
}
var toggle = toggle > 0;
if (toggle and contains(dialog, name)) {
fgcommand("dialog-close", props.Node.new({ "dialog-name": name }));
delete(dialog, name);
return;
}
dialog[name] = Widget.new();
dialog[name].set("layout", "vbox");
dialog[name].set("default-padding", 0);
dialog[name].set("name", name);
# title bar
var titlebar = dialog[name].addChild("group");
titlebar.set("layout", "hbox");
titlebar.addChild("empty").set("stretch", 1);
titlebar.addChild("text").set("label", name);
titlebar.addChild("empty").set("stretch", 1);
var w = titlebar.addChild("button");
w.set("pref-width", 16);
w.set("pref-height", 16);
w.set("legend", "");
w.set("default", 1);
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w.set("key", "esc");
w.setBinding("nasal", "delete(gui.dialog, \"" ~ name ~ "\")");
w.setBinding("dialog-close");
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dialog[name].addChild("hrule");
# key list
var keylist = dialog[name].addChild("group");
keylist.set("layout", "table");
keylist.set("default-padding", 2);
var keydefs = node.getChildren("key");
var n = size(keydefs);
var row = var col = 0;
foreach (var key; keydefs) {
if (n >= 60 and row >= n / 3 or n >= 16 and row >= n / 2) {
col += 1;
row = 0;
}
var w = keylist.addChild("text");
w.set("row", row);
w.set("col", 2 * col);
w.set("halign", "right");
w.set("label", " " ~ key.getNode("name").getValue());
w = keylist.addChild("text");
w.set("row", row);
w.set("col", 2 * col + 1);
w.set("halign", "left");
w.set("label", "... " ~ key.getNode("desc").getValue() ~ " ");
row += 1;
}
# separate lines
var lines = node.getChildren("line");
if (size(lines)) {
if (size(keydefs)) {
dialog[name].addChild("empty").set("pref-height", 4);
2007-03-26 15:26:23 +00:00
dialog[name].addChild("hrule");
dialog[name].addChild("empty").set("pref-height", 4);
}
var g = dialog[name].addChild("group");
g.set("layout", "vbox");
g.set("default-padding", 1);
foreach (var lin; lines) {
foreach (var l; split("\n", lin.getValue())) {
var w = g.addChild("text");
w.set("halign", "left");
w.set("label", " " ~ l ~ " ");
}
}
}
# scrollable text area
if (node.getNode("text") != nil) {
dialog[name].set("resizable", 1);
dialog[name].addChild("empty").set("pref-height", 10);
var width = [640, 800, 1152][col];
var height = screenHProp.getValue() - (100 + (size(keydefs) / (col + 1) + size(lines)) * 28);
if (height < 200) {
height = 200;
}
var w = dialog[name].addChild("textbox");
w.set("padding", 4);
w.set("halign", "fill");
w.set("valign", "fill");
w.set("stretch", "true");
w.set("slider", 20);
w.set("pref-width", width);
w.set("pref-height", height);
w.set("editable", 0);
w.set("property", node.getPath() ~ "/text");
} else {
dialog[name].addChild("empty").set("pref-height", 8);
}
fgcommand("dialog-new", dialog[name].prop());
showDialog(name);
}
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var debug_keys = {
title: "Development Keys",
key: [
#{ name: "Ctrl-U", desc: "add 1000 ft of emergency altitude" },
{ name: "Shift-F3", desc: "load panel" },
{ name: "/", desc: "open property browser" },
],
};
2007-12-09 22:58:51 +00:00
var basic_keys = {
title: "Basic Keys",
key: [
{ name: "?", desc: "show/hide aircraft help dialog" },
#{ name: "Tab", desc: "show/hide aircraft config dialog" },
{ name: "Esc", desc: "quit FlightGear" },
{ name: "Shift-Esc", desc: "reset FlightGear" },
{ name: "a/A", desc: "increase/decrease speed-up" },
{ name: "c", desc: "toggle 3D/2D cockpit" },
{ name: "Ctrl-C", desc: "toggle clickable panel hotspots" },
{ name: "p", desc: "pause/continue sim" },
{ name: "Ctrl-R", desc: "activate instant replay system" },
{ name: "t/T", desc: "increase/decrease warp delta" },
{ name: "v/V", desc: "cycle views (forward/backward)" },
{ name: "Ctrl-V", desc: "select cockpit view" },
{ name: "w/W", desc: "increase/decrease warp" },
{ name: "x/X", desc: "zoom in/out" },
{ name: "Ctrl-X", desc: "reset zoom to default" },
{ name: "z/Z", desc: "increase/decrease visibility" },
{ name: "Ctrl-Z", desc: "reset visibility to default" },
{ name: "'", desc: "display ATC setting dialog" },
{ name: "+", desc: "let ATC/instructor repeat last message" },
{ name: "-", desc: "open chat dialog" },
{ name: "_", desc: "compose chat message" },
{ name: "F3", desc: "capture screen" },
{ name: "F10", desc: "toggle menubar" },
#{ name: "Shift-F1", desc: "load flight" },
#{ name: "Shift-F2", desc: "save flight" },
{ name: "Shift-F10", desc: "cycle through GUI styles" },
],
};
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var common_aircraft_keys = {
title: "Common Aircraft Keys",
key: [
{ name: "Enter", desc: "move rudder right" },
{ name: "0/Insert", desc: "move rudder left" },
{ name: "1/End", desc: "elevator trim up" },
{ name: "2/Down", desc: "elevator up or increase AP altitude" },
{ name: "3/PgDn", desc: "decr. throttle or AP autothrottle" },
{ name: "4/Left", desc: "move aileron left or adj. AP hdg." },
{ name: "5/KP5", desc: "center aileron, elev., and rudder" },
{ name: "6/Right", desc: "move aileron right or adj. AP hdg." },
{ name: "7/Home", desc: "elevator trim down" },
{ name: "8/Up", desc: "elevator down or decrease AP altitude" },
{ name: "9/PgUp", desc: "incr. throttle or AP autothrottle" },
{ name: "Space", desc: "PTT - Push To Talk (via VoIP)" },
{ name: "!/@/#/$", desc: "select engine 1/2/3/4" },
{ name: "b", desc: "apply all brakes" },
{ name: "B", desc: "toggle parking brake" },
#{ name: "Ctrl-B", desc: "toggle speed brake" },
{ name: "g/G", desc: "gear up/down" },
{ name: "h", desc: "cycle HUD (head up display)" },
{ name: "H", desc: "cycle HUD brightness" },
#{ name: "i/Shift-i", desc: "normal/alternative HUD" },
#{ name: "j", desc: "decrease spoilers" },
#{ name: "k", desc: "increase spoilers" },
{ name: "l", desc: "toggle tail-wheel lock" },
{ name: "m/M", desc: "mixture richer/leaner" },
{ name: "n/N", desc: "propeller finer/coarser" },
{ name: "P", desc: "toggle 2D panel" },
{ name: "S", desc: "swap panels" },
{ name: "s", desc: "fire starter on selected eng." },
{ name: ", .", desc: "left/right brake (comma, period)" },
{ name: "~", desc: "select all engines (tilde)" },
{ name: "[ ]", desc: "flaps up/down" },
{ name: "{ }", desc: "decr/incr magneto on sel. eng." },
{ name: "Ctrl-A", desc: "AP: toggle altitude lock" },
{ name: "Ctrl-G", desc: "AP: toggle glide slope lock" },
{ name: "Ctrl-H", desc: "AP: toggle heading lock" },
{ name: "Ctrl-N", desc: "AP: toggle NAV1 lock" },
{ name: "Ctrl-P", desc: "AP: toggle pitch hold" },
{ name: "Ctrl-S", desc: "AP: toggle auto-throttle" },
{ name: "Ctrl-T", desc: "AP: toggle terrain lock" },
{ name: "Ctrl-W", desc: "AP: toggle wing leveler" },
{ name: "F6", desc: "AP: toggle heading mode" },
{ name: "F11", desc: "open autopilot dialog" },
{ name: "F12", desc: "open radio settings dialog" },
{ name: "Shift-F5", desc: "scroll 2D panel down" },
{ name: "Shift-F6", desc: "scroll 2D panel up" },
{ name: "Shift-F7", desc: "scroll 2D panel left" },
{ name: "Shift-F8", desc: "scroll 2D panel right" },
],
};
_setlistener("/sim/signals/screenshot", func {
var path = getprop("/sim/paths/screenshot-last");
var button = { button: { legend: "Ok", default: 1, binding: { command: "dialog-close" }}};
var success= getprop("/sim/signals/screenshot");
if (success) {
popupTip("Screenshot written to '" ~ path ~ "'", 3);
} else {
popupTip("Error writing screenshot '" ~ path ~ "'", 600, button);
}
});
var terrasync_stalled = 0;
_setlistener("/sim/terrasync/stalled", func {
var stalled = getprop("/sim/terrasync/stalled");
if (stalled and !terrasync_stalled)
{
var button = { button: { legend: "Ok", default: 1, binding: { command: "dialog-close" }}};
popupTip("Scenery download stalled. Too many errors reported. See log output.", 600, button);
}
terrasync_stalled = stalled;
});
var do_welcome = 1;
_setlistener("/sim/signals/fdm-initialized", func {
var haveTutorials = size(props.globals.getNode("/sim/tutorials", 1).getChildren("tutorial"));
gui.menuEnable("tutorial-start", haveTutorials);
if (do_welcome and haveTutorials)
settimer(func { setprop("/sim/messages/copilot", "Welcome aboard! Need help? Use 'Help -> Tutorials'.");}, 5.0);
do_welcome = 0;
});
# load ATC chatter module on demand
setprop("/nasal/atc-chatter/enabled", getprop("/sim/sound/chatter/enabled"));
_setlistener("/sim/sound/chatter/enabled", func {
setprop("/nasal/atc-chatter/enabled", getprop("/sim/sound/chatter/enabled"));
});
##
# overwrite custom shader settings when quality-level is set on startup
var qualityLevel = getprop("/sim/rendering/shaders/quality-level");
var rembrandtOn = getprop("/sim/rendering/rembrandt/enabled");
if (qualityLevel == -1) {
setprop("/sim/rendering/shaders/custom-settings",1);
}
elsif (qualityLevel != nil) {
setprop("/sim/rendering/shaders/custom-settings",0);
setprop("/sim/rendering/shaders/quality-level-internal",qualityLevel);
if (qualityLevel == 0) {
setprop("/sim/rendering/shaders/skydome",0);
}
}
# overwrite custom shader settings when quality-level is set through the slider
# in the Rendering Options dialog
var update_shader_settings = func() {
if (!getprop("/sim/rendering/shaders/custom-settings")){
var qualityLvl = getprop("/sim/rendering/shaders/quality-level-internal");
setprop("/sim/rendering/shaders/quality-level", qualityLvl);
setprop("/sim/rendering/shaders/landmass",qualityLvl);
setprop("/sim/rendering/shaders/urban",qualityLvl);
setprop("/sim/rendering/shaders/water",qualityLvl);
if (qualityLvl >= 1.0){
qualityLvl = 1.0;
}
setprop("/sim/rendering/shaders/model",qualityLvl);
setprop("/sim/rendering/shaders/contrails",qualityLvl);
setprop("/sim/rendering/shaders/crop",qualityLvl);
setprop("/sim/rendering/shaders/generic",qualityLvl);
setprop("/sim/rendering/shaders/transition",qualityLvl);
} else {
setprop("/sim/rendering/shaders/quality-level",-1);
}
if (rembrandtOn) {
setprop("/sim/rendering/shaders/skydome",0);
}
};
_setlistener("/sim/rendering/shaders/custom-settings", func { update_shader_settings() } );
_setlistener("/sim/rendering/shaders/quality-level-internal", func { update_shader_settings() } );
update_shader_settings();